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Most armies also possess special abilities that they can use during a battle, or that provide constant bonuses.

Aura: Whenever this army successfully makes an OM check against an army or when an army makes an OM check against it, this army deals 1 point of damage to the attacking army based on the aura's type.

Breath Weapon: The army gains ranged capability, and inflicts +1d4 points of damage on every successful hit against an enemy army.

Construct/Plant/Undead: These armies always make Morale checks, but can never change their strategy from normal.

Channel Energy, Positive: When this unit makes an attack against an undead army, the army gains +4 OM.

Channel Energy, Negative: When this unit makes an attack against an army that does not have the quality undead, plant, or construct, the army gains +1 OM.

Devotion: Armies start with +4 morale and get a +2 to morale checks.

Energy Drain: An army that can energy drain reduces its enemy’s OV and DV by 1 each time it damages them. This reduction vanishes after 24 hours.

Fast Healing/Regeneration: Fast healing and regeneration allow an army’s hit points to recover in the same way that they restore hit points for individual creatures. A regenerating army that is reduced to 0 hit points is still considered defeated, assuming the victors can move among the defeated creatures and finish them off.

Fear: An army that uses a fear attack forces the enemy army to make a Morale check (DC = 10 + attacking army’s CR) or be unable to make an Offense check in the next round. If an army fails a Morale check from fear in a round when it can’t make an Offense check due to fear, the army flees.

Healing: Treat army as if it has the Healing Potions resource.

Mobility Advantage: If the creatures in an army have unusual mobility (such as f light, swimming, climbing, burrowing, teleportation, and so on) that actually gives an advantage in the battle, increase that army’s DV by +1. If all armies possess the same mobility options, this advantage does not apply.

Paralysis: If an army can paralyze foes, each time it damages an enemy the army’s DV is reduced by 1. This reduction vanishes at the end of a battle.

Poison/Bleed/Burn: When a poison-using army damages an enemy army, the army takes an automatic 1d6 points of damage on the round immediately following any round it took damage from the poison army. This ability can also apply to armies that use bleed or burn attacks.

Rock Throwing: An army that can throw rocks gains ranged capability and inf licts +4 damage during the Ranged phase.

Significant Defense: If an army’s component creatures possess a signif icant defense (such as powerful damage reduction, incorporeality, or numerous immunities and/ or resistances), increase its DV by +10, but only when it fights against an army that would have a signif icantly difficult time overcoming the army’s signif icant defense. In some cases, you might even wish to rule that an army is simply undefeatable by an enemy army because of its defenses—but you should never pit the PCs against such an army.

Spell Resistance: If an army’s units have spell resistance, they gain a +6 bonus to their DV against armies that have the Spellcasting ability.

Spellcasting: If an army’s units can use magic (either from spell-like abilities or actual spellcasting), it gains a bonus to its DV and OM equal to the level of the highestlevel spell its individual units can cast. In addition, if any of its offensive spells have a range of greater than touch, the army gains ranged capability and can attack during the Ranged phase.